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AluminumHaste

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Everything posted by AluminumHaste

  1. Don't know why people can't press the dedicated key for weapon. Why all the complicated rigamaroll?
  2. Ok I think I figured out what's going on, and this is due to me not using the Nvidia tool properly. It only works properly when you are converting a regular texture to normalmap, then you pick BC5u as format, and image type select Normal Map. Then it works. If you then try to take an already existing normal map and resave it as BC5u, that's when it doesn't work. So sorry I've wasted your time with this, this one is down to my own incompetence. edit: Nevermind, still doesn't work. I'll just use DX1 this is too annoying.
  3. Here's the PNG version if you want to convert it yourself to DDS. https://drive.google.com/file/d/1JlpzBtaZhAphCkbASD49V-6qqweCeCFo/view?usp=sharing Here's my DDS version using GIMP->3DC. https://drive.google.com/file/d/1O7kiBUliAgHi-kvEkEl_8fypEZT7OAVu/view?usp=sharing Should replace the file of the same name.
  4. The beer mug which was stored as BC5u shows DX10 in the header
  5. Why would it be different between tools? It's a standard is it not? Man, Gimp's DDS plugin hasn't been updated since 2013?!?!?
  6. Yeah I noticed that also, all the AI are sitting off to the side in the chairs.
  7. Yeah that's F'ed up. That's still happening?
  8. It's really weird, for some reason, DarkRadiant maps a square image (2048px X 2048px) onto a square patch/brush (192x192), and wraps around to the other side of the texture, by like 1-2 pixels. Why??? That white line, is the other side of the texture. If I shift it over a bit, you can see it better.
  9. Yeah I started redoing them as DX1, they look ok, the round carpet weave is blocky but that's at extreme closeup, not really noticeable in game. The cup can just use DX1. I still can't figure out why I'm getting the line between the patches using these textures. It's very weird. I'll try TGA uncompressed and see if the problem happens still. Maybe it is the Photoshop DDS plugin.
  10. Yeah on the latest code Tried again with BC5u, same error in console about invalid internal compressed format and of course the normalmap isn't working right in game.
  11. I tried both, BC5u and BC3n Both fail to work in the game.
  12. Yeah trying to figure that one out also. It doesn't do it with other textures.
  13. So I tried redoing the beermug normalmap as RTGC, fails. WARNING:Invalid compressed internal format: models/darkmod/props/textures/cheapbeermug_local And in game it's all broken. Tried 3 different options for normal compression (RTGC etc), they all fail.
  14. What does it look like? What's the bug?
  15. In my experience dx1 had blocky compression artifacting, which is really bad for normalmaps. I'll redo them as rtgc. The Nvidia tool says it uses 6:1 compression ratio for dx1, and dx3/5 is 4:1 ratio, which is higher quality as DDS compression is lossy.
  16. Will look at it later. Work starts in a few hours
  17. Fixed the broken cheapbeermud texture. Looks like when it was converted from TGA to dds back in 2008 it didn't work right. Current textures. Diffuse: Normalmap: Specmap was kinda more of the same. The only thing that looked normal, was the editor image, so used that with ai upscaling and I think it came out fine. It's at least as good quality and at least now looks normal. Before: After: And like a lot of textures, the bumpmap is subtle as well as the specular highlight shine.
  18. autoexec.cfg and autocommands.cfg are loaded at different parts of TDM loading. I don't know exactly when though. EDIT: Yeah, autocommands.cfg is the last thing that loads in the init order. // tels: #3199: now that the game DLL is loaded, we can execute another config, this // enables it to run f.i. dmap (dmap before DLL load produces no AAS): cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec autocommands.cfg\n" ); autoexec.cfg is loaded way earlier. cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec default.cfg\n" ); // skip the config file if "safe" is on the command line if (!SafeMode()) { // if any config file does not exist, ignore it and only use "default.cfg". // Darkmod.cfg and DarkmodKeybinds.cfg will be written upon exit if (fileSystem->FindFile(CONFIG_FILE) != FIND_NO) { cmdSystem->BufferCommandText(CMD_EXEC_APPEND, "exec " CONFIG_FILE "\n"); // Darkmod.cfg } if (fileSystem->FindFile(KEYBINDS_FILE) != FIND_NO) { // STiFU #4797 cmdSystem->BufferCommandText(CMD_EXEC_APPEND, "exec " KEYBINDS_FILE "\n"); // DarkmodKeybinds.cfg } if (fileSystem->FindFile(PADBINDS_FILE) != FIND_NO) { cmdSystem->BufferCommandText(CMD_EXEC_APPEND, "exec " PADBINDS_FILE "\n"); } } cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec autoexec.cfg\n" );
  19. @AraneidaeHave you tried 64 bit color with the most recent 2.11 beta? I had issues with it also that were fixed on my AMD card. EDIT: I just pulled out my old Alienware M17x R1 from 2008, has an Mobility HD5870, and while Iris runs at 8 fps, there's no graphics corruption that I can see from 32-64bit colour.
  20. @MirceaKitsune Do you have an example I could test for myself?
  21. @Araneidae Is there a reason you use 32bit instead of 64bit color precision?
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